Craig says:
All of which sounds great, and some ideas have probably already been flung about how all that should work. And the planned implementation may be exactly what I'm about to propose. But while I was working on doing the VBL on a map for my next session, I started thinking about how nice it would be if it worked a certain way.Vision and Lighting
Along with moving to OSGi architecture this is the biggest change. The plan is to completely rewrite this part using a much more efficient way of representing and rendering VBL. This will allow for things that are not possible to do with the current way vision is handled as well as faster rendering. We are looking to add GM definable light and vision types, and the ability to define if VBL blocks one type of light/vision and not another (so you could have x ray vision for example). Objects/Tokens will be able to have different types of images depending on what vision type they are "seen with"
Multiple Layers
The map will have multiple layers, these will act a lot like layers in drawing programs allowing the GM to set who sees what layer etc.
Movement Blocking
There will be movement blocking/penalty functionality where the GM can "draw" areas on the map that the player cant move or will require extra cost to move.
The map I'm working on was created in ProFantasy's CC3, exported to png, and imported into MT where I've been putting in the VBL. While doing the VBL, I kept thinking about how it would be nice if I could just import another monochrome (or even greyscale) image to overlay and use as my VBL layer - because frankly, it wouldn't take me more than 3 minutes in CC3 to create such an image that exactly matched my current map.
Craig's mentioning that the maps will have multiple layers led me to wonder "will the VBL and MBL be special functions, or just special type of layers?" Which got me to thinking about how VBL and MBL should just be another layer, albeit ones with special functions. Because if VBL and MBL were just other map layers, then importing images and placing objects would make them much easier to manipulate. Furthermore, it got me to thinking that a user should be able to define more than one VBL (or MBL) layer.
Not only would the ability to have more than one VBL layer make it easier to implement certain things (like different VBL for different vision types), but could allow for easier implementation of vision (or movement) related features that haven't been thought of yet via macros.
Anyway, just some thoughts I wanted to throw out there for digestion...